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14,155 Commits over 1,583 Days - 0.37cph!

3 Years Ago
Use InvariantCulture when parsing time in scss too
3 Years Ago
Fix initial fgd autogen needing config folder to exist
3 Years Ago
Hammer: CToolPhysics::IsTargetSelected also checks the target parent, fixes grabbing map meshes that were box selected
3 Years Ago
Hammer: Fix physics simulation selection for map entities that have child map meshes
3 Years Ago
ModelDoc: Make ConvertPhysicsShapesToAoProxies work on box physics shapes
3 Years Ago
ModelDoc: Fix new animgraph save path
3 Years Ago
Add developer shader builder to workflows
3 Years Ago
Add compilation scripts for debug info
3 Years Ago
Introduce debug info flag for vfxcompiler
3 Years Ago
Introduce new header flag in shaders, "DebugInfo" `DebugInfo = true;` in the shader header will now ship debug info with the header
3 Years Ago
Revert debug information when building shaders We have a lot of "DevShader" flags internally, I don't think it's a good idea to ship 5gb of shaders
3 Years Ago
Fix model path spacing not being copied over
3 Years Ago
Hammer: Rework how model path data gets provided to world renderer builder and physics builder
3 Years Ago
Add option to orientate to path Add option for model path spacing
3 Years Ago
Draw panel hovered in panel tree
3 Years Ago
Made Paint a global static Added EngineOverlay and "paintoverlay" event Added Widget.NoSystemBackground, Widget.IsFramelessWindow PanelList highlights selected panel on engine view
3 Years Ago
VoxelSurface: Don't add mesh to builder until mesh is fully created
3 Years Ago
qt update (with pdb this time)
3 Years Ago
Github submodule support git submodule add now works on github with github URLs as the submodules. They will automatically download with the gamemode now
3 Years Ago
Fix caret position on newline characters
3 Years Ago
qt latest Add managed widget classname for stylesheets
3 Years Ago
Hammer: Place models on path with spacing (more options to come) https://files.facepunch.com/layla/1b1911b1/Hammer%202021-12-19%2010-52-55-00.00.13.056-00.00.36.004-seg1.mp4
3 Years Ago
Hammer: Calculate bounds for model path, fix trace line segment Hammer: Rename Untie model paths to Collapse model paths
3 Years Ago
Add CTRL modifiers for delete and backspace too https://files.facepunch.com/ognik/1b1911b1/2021-12-18_28-28-0beab051-de71-445a-87fe-39df44939834-NrysFZSh.mp4
3 Years Ago
Add CTRL modifiers for left & right caret adjustments on text entries https://files.facepunch.com/ognik/1b1911b1/2021-12-18_14-17-a34ec0fc-abe7-492c-a465-54a671062333-4UFj4YgW.mp4
3 Years Ago
Truncate position of user clip planes
3 Years Ago
Hammer: Initial support for model paths https://files.facepunch.com/layla/1b1811b1/sbox_TjQ5dE5Xwz.png
3 Years Ago
Length.ToString Treeview/node selection callbacks TreeView.ShowHeader property Add Utility.Inspect( object ) Open panel in inspector when selected in panel list
3 Years Ago
Roughness, Ambient Occlusion & Tint Mask now use a slider instead of color input for alternative input https://files.facepunch.com/ognik/1b1811b1/2021-12-17_47-17-d2926c60-0519-49b7-bab6-67846f07181c-simbcN95.png
3 Years Ago
Panel tree mimicking old one Move TreeNode to its own file
3 Years Ago
Mechanism to wait until tool addons are done compiling Allow tools to get Root Panel list Better exception when Sandbox.Reflection call fails DockWidget gets widget events OnVisibilityChanged events Fix window not redrawing background properly Added [Dock] attribute - allows creating new dock panels Add PanelList dock TreeView.Clear Expose ReflectionNode
3 Years Ago
Fixed post processing in maps not working if PP stack is empty - Minor optimization to reduce extra copy, we now only run post processing and copy if we have anything in our stack - Fixed issue with render targets not updating to the new screen resolution for the standard postprocessing shader
3 Years Ago
Fix disabled menu options looking exactly the same as non disabled
3 Years Ago
Frameless window can be resized by hovering an edge Fix white box to the top left of the window when maximized multi-monitor Close/Maximize/Restore/Minimize buttons are full titlebar height like native win10 Can use tab to switch autocomplete/history items Resize game frame on layout
3 Years Ago
Fix crashes
3 Years Ago
Improved Core basic impact particles
3 Years Ago
Added DoorEntity.OnDamaged Merge branch 'master' of sbox
3 Years Ago
Fix button calling OnClicked twice
3 Years Ago
Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass Try to reduce spinning of large shatter glass pieces
3 Years Ago
InteropGen: fixed static functions not generating properly Make all the tool windows consistent with the editor
3 Years Ago
Purge all CPhysicsShape of a body, not just CRnShape so our physics shape handles become invalidated properly
3 Years Ago
Multipass support for render targets and multipass dof Hexagonal blur with controllable bokeh sides Give DOF more Bokeh Use fullres dof buffer Fix edge aliasing Full res CoC LUT Switch to HDR target Fix drawing with console open Further improve CoC edge Use an elipson for CoC edge, make CoC blur togglable Remove debug printing Make texture more explicit Mange all render targets on C# side, use full HDR now fucking fixed viewport offsets Use true luminance for disc fill Introduce screen resolution changed event Merge pull request #125 from Facepunch/multipass-dof Rework Depth of Field to have higher quality and multipass it
3 Years Ago
Don't throw exception when adding null mesh to modelbuilder, we only care about warning valid meshes with no vertex buffer
3 Years Ago
Same deal for hull shapes
3 Years Ago
Allow mesh physics shapes to be created from either lists or spans
3 Years Ago
Add PhysicsBody.RemoveShapes Add PhysicsShape.IsValid() extension Add PhysicsShape.UpdateMesh for mesh shapes
3 Years Ago
fix exception in planar reflection
3 Years Ago
Throw exception in modelbuilder when trying to add an invalid mesh
3 Years Ago
Manual scoping for lag compensation (#130) * Manual control of starting and stopping lag compensation * Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon) * Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically * Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
Remove Sandbox.Game from tool compiles Added Option.Checkable, Option.Checked Added ConsoleSystem to tools MenuAttribute supports boolean property with check state toggle Fix crazy menu check positioning Disable combobox open animation Add EntityIO menu option Move DisplayInfo to Sandbox.System ConVar data bind EnumBox supports [Display] enums Rename Widget.Layout() to Widget.DoLayout() Add render mode enumbox